I think you mistook me. I wasn't advocating a blind faith in anything, only that in this day and age, you can bet Blizzard's legal team has picked apart the decision for days on end. I only trust that Bliz has examined the issue to the point where they aren't putting people in harm's way to the extent they'll be liable. In…
mat: *slaps hams* ^^ DKK: hehe, totes... unfortunatley im pretty sure im just insultingly slapping laro in the face wiht mah poopness sculpts but his shapes are mega awsome (colours too ^^) zxcman: ta :) bbob: eyelids or eyeballs? one is alot easier to sort out than the other at this stage ^^ hehe, should totes try some…
Hello friends, I am running into trouble going about a workflow using 3Ds Max to model a hard surface prop with smoothing groups and then transitioning to Zbrush to use those smoothing groups for gaining more control on smoothing and refining the sharp edges. So I have seen a tutorial where a model with well defined…
Hello friends and associates, I am working on a sword for a VR game mod, and I've opted to mirror and weld one half of the sword so I can maximize pixel density in the materials. This is the first time i've ever made an asset with baking where I didn't just lay out everything in the UVs with no overlapping. So of course,…
Crits: Alot of people seem to be making the legs way too short. If you check his proportions his legs a quite a bit longer than the distance between the top of his head and the bottom of his pelvis. Also there are a lot of anatomical errors going on. I recommend looking at this anatomy model by Rafael Grassetti. @…
Merge wouldn't work well sadly, there are shells that are snapped to eachtoher ( ike ornaments), floating geo etc. stuff that would get merged and i wouldn't want merged :|
Hey, is there a way to edit the parts of the material that are in the negative UV space? I have hair cards with an applied flow/tangent map and I want to flip the red channel of any cards that have been flipped. I've been doing this by giving those flipped cards a red vertex colour and in Unreal, using the red vertex…